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  • ...coop campaign and can also be played in single player. Many of these same features can also be used to play adverserial multiplayer games with a persistent sq ...the game with a squad of 32 recruits. If his soldiers die, he will receive new recruits, but he will always have 32 recruits in his squad. From this squad
    7 KB (1,093 words) - 11:51, 13 August 2013
  • ...aircraft, buildings, UFOs, storyline maps, etc. It also lists planned game features, such as a visibility system, improved AI, etc. * {{wip}} UFO Yard (see Features > Geoscape section below)
    12 KB (1,501 words) - 12:23, 1 October 2013
  • {{features-list|UFORadiant}} ** {{done}} new value: only show valid keys
    7 KB (1,086 words) - 09:23, 27 February 2012
  • Some code cleanup is needed as well as finishing some currently unfinished features. * {{done}} merge craftitems with struct objDef_s - thanks to that no new code will be needed for producing, purchasing, transfering, selling, disass
    3 KB (390 words) - 21:42, 7 October 2007
  • The following features apply to all installation types: * New button on the geoscape below the "Create base" button called "Create instal
    5 KB (786 words) - 11:41, 13 August 2013
  • ** new {{wip}} HUD: MiniHUD by MCR ** new house tile for +oriental theme
    18 KB (2,551 words) - 22:39, 24 December 2011
  • To enable C features for UFO: # check out as new project
    5 KB (728 words) - 20:04, 17 October 2009
  • ...M'' or other commercial title. What we as a team wanted to make is a brand new experience that tries to surpass the quality of games from 1992, rather tha ...stallations, aircraft and squads of armed-response troops. You'll research new technologies and use their results in battle against the aliens. You'll lau
    5 KB (852 words) - 15:04, 8 May 2010
  • ...user interface. This page is not about game user interface, but only about features and code powered user interfaces, then nothing about gameplay. ...ne. We only need to redone few windows. It can be a way to improve the GUI features, especially with touchscreen inputs (code), with realtime screen orientatio
    11 KB (1,758 words) - 20:28, 20 April 2017
  • ...additions to the available soldier models. In particular, we need lots of new heads for our soldiers, and these can be an easy way to get into modelling == Creating new models ==
    7 KB (1,071 words) - 19:37, 1 May 2014
  • ...n, and until the wiki works correct again (some plugins are missing on the new server). * extending the new alien base theme
    27 KB (4,108 words) - 12:15, 14 January 2011
  • <li>New map tiles</li> <li>Lots of new models and textures</li>
    25 KB (3,837 words) - 14:55, 8 May 2010
  • '''Cerebral Activation:''' Stimulates the development of new brain cells and redirects energy consumption to brain repair. * Code: Implement the features necessary for these.
    7 KB (919 words) - 00:52, 5 December 2014
  • '''Note:''' This section is highly outdated due to a new commit. However, a good discussion of what has changed can be found in [ht ...ess used to figure out where an actor can move, I want to talk about a few features taht can affect how an actor can move through the map.
    11 KB (2,133 words) - 08:00, 18 March 2009
  • ...balancing for 2.5 were completed and a load of new features, new items and new maps were added. If you're wondering what's coming in 2.5, head over to our ** New aircraft equipment: Alien Polymer Armour, Alien Electronics Warfare System
    30 KB (4,616 words) - 18:39, 6 February 2013
  • File:Mailclient.jpg | New Mailclient File:Team.png | New team view
    34 KB (5,004 words) - 20:29, 24 January 2014
  • '''This thing as done ... further features (like firemode-combinations and weapon extensions as mentioned below) will * {{done}} [Priority low] Add c-code to display the new firemode gui. --[[User:Hoehrer|Hoehrer]]
    12 KB (1,851 words) - 18:15, 7 August 2007

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